Well, I'd go beyond just giving them extra hit dice, but I wouldn't bother with any detailed/careful schemes for adding class levels -- more trouble than its worth, IMO. If I wanted a Wererat that's also a 5th level Rogue, I'd so something like this:

1. Start with a wererat. (3d8)

2. Give him two or three extra (d8) hit dice (this approximates the additional base attack and hit points rogue levels would give)

3. Give him rogue abilities. He's already got physical primes, and I'd probably give him Dex-based rogue abilities at +6 or +7 and the other rogue abilities at +5.

4. Adjust his XP award for the additional HD and abililties.

Fast. Simple. And you end up with a monster that's got the abilities you want at the competence-level you had in mind.

You could go the other way, too. Start with a 5th level rogue and then add wererat characteristics (i.e. a template-style approach).

That's not exactly how I'd do it, but it would work. The hit dice seem unnecessarily weird to me, though. I'd stick with standard "monster" hit dice that get you in the range (for attack and hit points), and then give the class abilities as "special abilities." Something like this:

That's not exactly how I'd do it, but it would work. The hit dice seem unnecessarily weird to me, though

Probably, but its good for those who find it easier to separate a 'multiclass' type by seeing it physically written down.

Sised, said wererat might live to fight another day and gain xp in part of their class they use more often. It would be easier, for me, to have the HD divided as above to keep track of such things. ^_^

I can't promise my "conversions" are the most accurate, but I'm trying to keep the feel of the villians alive. Feel free to ignore what ever you like.

I also figure after I post these someone who is more clever than I am will post a much better "conversion."

Here they are:

Blackspine would convert like this for me:

HD 3d12 (20 hp); AC 19; BtH 3 (one time per day can attempt to hit good opponent at at BtH 7); Damage (per pseudo-dragon in Monsters & Treasure but I would make the poison more deadly by increasing the challenge rating by one since he’s a fiendish pseudo-dragon); Needs cold iron or silver to hit (unless your party has no weapons to hit the beast); Immune to sleep and paralysis; Immune to the first 5 points of damage from cold and fire; Spell Resistance 5; Saves P, M.
I’d also keep the sorcerer spells for Blackspine.

The Choker would look like this for me:

HD 4d8 (14 hp); AC 17; BtH 4; Damage two tentacles 2-4 points each (don’t forget about the back attack ability of a first level rogue); Saves P. This fellow should be played like the 3.X rules suggested – stealthy. It would get the drop on my PCs and get a back attack on the second or third PC to cross.

Malchor would stay the same for me. Of course Domains don’t exist in C&C, but if the party has been having an easy time of it, I’d keep the extra spells even though they are not cleric spells at all. I don’t think “detect thoughts” even exists in the C&C spell lists. Keep it anyway. Change some of the spells he has to comply with C&C if you like. If you still have easy access to the 3rd edition Player’s Handbook, perhaps you should just keep the spells listed and use them since part of the suggested tactics use his spells. His primes would be WIS, DEX, and CHA.

Goren Bloodshaft:

HD 4d8 (21 hp); AC 10+studded leather + DEX modifer (I forgot to bring the C&C Players Handbook); BtH 4; Damage per weapon. Saves P. As a 2nd level fighter he is specialized in the long bow. I’d allow back attacks with it as well. That should make him tough. Again, if the party has been doing very well and you need to up the challenge a bit, I’d have this goblin drink a potion of invisibility before he enters the cave. That would assure at least one back attack with his bow.

For example on page 7, the Greataxe trap has a Reflex save with a DC of 16. That would be a DEX save with a CR of 1. The same trap has a search DC of 14. That would be a search check (WIS) with a CR of -1.

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